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 Protoss Discussion Thread Ver. 1, [SEASON 2] Tips & Strategies.

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evofantasy
post Aug 2 2010, 09:03 PM

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QUOTE(ahtiven @ Aug 2 2010, 08:59 PM)
void ray rush ftw!
*
i'm against voidray rushes...
even with fazing, its still a big risk to rush it...
evofantasy
post Aug 2 2010, 11:12 PM

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QUOTE(Instinct @ Aug 2 2010, 11:11 PM)
I find void ray rush is a gamble. My 2 cents.
*
yup...
dun rush for it unless wut u scouted support it...
like a marauder heavy terran force...
evofantasy
post Aug 2 2010, 11:40 PM

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QUOTE(Quazacolt @ Aug 2 2010, 11:14 PM)
Bad rays obviously don't take skill.good ones are a different story.I mean, whitera uses rays to rush too.does that mean he no skill?
*
well white-ra do rushed after he scouted his opponent (and if the map support it)...
and fazing needs lots of skill >.<
not to mention the sacrifical phoenix/ charge at ur own building then fly to ur opponent base keeping the charge up micro...
those are really really micro intensive (i failed at the last one lol)
evofantasy
post Aug 3 2010, 12:30 AM

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QUOTE(Mio4Ever @ Aug 2 2010, 11:45 PM)
Exactly why Whitera keeps losing. His play style is too predictable, always go for voids. But he certainly has skill, no doubt about that.
*
not really...
he's been really successful wit his void ray play...
on major tournaments he still whoop TLO...
evofantasy
post Aug 3 2010, 08:37 AM

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QUOTE(InkySliwinky @ Aug 3 2010, 06:26 AM)
Dark templars in this game feel kinda useless now since most experienced players will always have a detectors .. so sad... they used to be my fav unit for harrassing and guarding unoccupied mineral fields ..
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not really...
DTs are good if u scout ur opponent not having detectors...
even when they have, u can still put a tonne of harassment...
dun mass DTs but instead get like 3 of em and spread em out...
it will thin out the opponent's army or isolate em...
i've seen tonnes of high lvl play with DTs and i think that they are really good even if ur opponent have detection...
evofantasy
post Aug 3 2010, 12:50 PM

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QUOTE(kEazYc @ Aug 3 2010, 09:47 AM)
What do you guys think about battlecruisers counter? From what i encounter, almost every game, once terran start to have battlecruisers, its hard to counter it, any solutions?
*
use void ray wit fazing micro to double the dps output...
but really if u let them get to a critical mass of BCs, u are pretty much toasted...

This post has been edited by evofantasy: Aug 3 2010, 12:51 PM
evofantasy
post Aug 3 2010, 02:56 PM

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QUOTE(incx @ Aug 3 2010, 02:52 PM)
To let the opponents to reach till' BCs is pretty much later in game already. Best bet is to not let them reach that stage.
*
which is why i always do a timely push against terran...
not only BCs, when they reach a critical number of siege tanks, its the same results...
though it is annoying to break a terran sitting on 2 base turtling...
evofantasy
post Aug 3 2010, 03:07 PM

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QUOTE(ZeratoS @ Aug 3 2010, 03:02 PM)
Yeah, with the right skill a DT opening is very strong since it forces your enemy to build detectors which by then you'll have transistioned to other tech possibly going for a robo or more gateways (and killed a great deal of his workers lol!). I'm seeing lots of use in DT openings in team leagues, since it forces the terran to use his comsat or make them get out overseers.
Gold league 2v2/3v3/4v4 doesn't seem very gold to me, I've managed to hide pylons in people's bases man.
*
if u are planning to go HTs/ chargelot/ blink, DT tech is just 1 building away...
if i scout my opponent got a little careless, i'll jz drop my DT shrine (hidden of course) and start to harass...
even vs terran with their scans, making them waste 1 scan (around 300gold for mule) > losing 1 DT and their momentum...
not to mention, ur correct placement of DTs can dictate ur opponent's army position before ur main force push in/ setup a nice concave...

i guess its SEA itself...
i got a fren who is totally new to sc2 got into gold sleep.gif
we are talking bout 20 apm type of player...
back when beta, gold itself can get u creamed if u are distracted (i know i got pwned badly for not microing lol)...


Added on August 3, 2010, 3:10 pm@ zeratos
i dun have any trouble wit thors...
as strong as they seemed, chargelots backed wit storms just ripped them apart...
they are slow with pretty standard range...

btw: i dun think u can fuse 2 dark templar into dark archon anymore

archon is still pretty much weak but during beta, my 3warpgate1robo army got pwned by fanatic's archon...
they are really good tanks and does serious damage to zealots/sentires

This post has been edited by evofantasy: Aug 3 2010, 03:10 PM
evofantasy
post Aug 3 2010, 03:32 PM

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QUOTE(xShinji @ Aug 3 2010, 03:29 PM)
just got into gold league ......i found that it has more weaker player den silver >.>
*
placement players got in there and haven drop down yet rclxms.gif
evofantasy
post Aug 3 2010, 03:36 PM

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QUOTE(incx @ Aug 3 2010, 03:31 PM)
Yea, very much agreed that Terran should not be left alone too long. It's just waiting for them to get enough firepower to give you a one heavy pound. Tried Voidray rush in one game just now, not too bad. happy.gif
*
once they mass up, they'll gonna do the slow push siege tank formation backed with marines and marauders at the front, ravens in the air...
pretty much a lost cause unless u can base trade or attack their low mobility...

usually against T, i'll make sure to harass em from all angles
- first stalker poke
- 1 voidray harass (can be transitioned into carriers which i only used vs T lol)
- DTs
- warp prism
evofantasy
post Aug 3 2010, 05:56 PM

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QUOTE(Quazacolt @ Aug 3 2010, 05:43 PM)
quite honestly, same shit goes for ANY race. zerg got larvae boost from queen, toss got chrono, they'd have just about equal macro opportunities as terran, mules or not.
*
mass chrono carriers is fun rclxms.gif
evofantasy
post Aug 3 2010, 07:10 PM

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QUOTE(xShinji @ Aug 3 2010, 06:59 PM)
hmm , having trouble with siege tank Marines marauder viking combo ...

always got blow up by siege while i cant really get near to siege tank and blow siege tank up...

anyway where to solve?
*
chargelots + stormsssssssssssssssss
evofantasy
post Aug 3 2010, 07:19 PM

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QUOTE(xShinji @ Aug 3 2010, 07:14 PM)
i scout hellion early with no siege tank....so i gone with collosus with stalker >.< immortal and little zealots

did get my templar up but its too late~~~ >.<
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chargelots will get into the face of his bio army, providing a quick surround for ur storm to lands...
siege tanks are immobile and perfect target for storms as well...
of course u can always throw in immortals which work great against marauders/ tanks which is not hard to tech since u gotten robo for observers...

i prefer the mass chargelots + HTs backed with stalkers due to the mass warpgate tech...


Added on August 3, 2010, 7:21 pmbtw blink stalkers are good as well unless he have those annoying ravens with their PDDs

This post has been edited by evofantasy: Aug 3 2010, 07:21 PM
evofantasy
post Aug 4 2010, 01:04 AM

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first day of the game was not bad...
managed to DT, 2 gate harass, storm!!!!!!!! and carriers...
did everything i used to do in beta except my APM n micro getting bad lol...

i even put my HTs in front of the battle by accident sleep.gif"

This post has been edited by evofantasy: Aug 4 2010, 01:48 AM
evofantasy
post Aug 4 2010, 03:44 PM

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QUOTE(ArticFir3 @ Aug 4 2010, 03:11 PM)
DTs are risky IMO as it takes up lots of gas. And if T knows what you're doing, they might do a timing push before your DTs are out. Dark Shrines takes forever to warp in my eyes >_>

I've rather do the standard opening and play safe with obs first. Most of the time T turtles by their expo. Just becareful of Reaper/ Medivac drops... scouting is crucial, no mater what race you plays.
*
i usually put my DT on standby till they scanned...
or use them to give sight on the ramp (using the hold position)...

in the end it depends on what i've scouted...

and ya they take forever to warp =(
evofantasy
post Aug 4 2010, 04:20 PM

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/thank cheese

good tutorial...
and note the building placement, its good for ur economy and against terran harassment...

This post has been edited by evofantasy: Aug 4 2010, 04:52 PM
evofantasy
post Aug 6 2010, 07:46 PM

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i would go with quaz's suggestion for this...
4 gate blink stalkers would be more than enuff due to both roach n hydra being armored and roach's pathetic range...
combo with good blink micro on ur stalkers, ur amy should have the battle unless he pre-concave >.<

when he transition to muta, u can blink to chase...


Added on August 6, 2010, 7:50 pmps: when u are contained, ur gas is kinda limited as well that's y i prefer stalkers

This post has been edited by evofantasy: Aug 6 2010, 07:50 PM
evofantasy
post Aug 6 2010, 08:30 PM

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QUOTE(Quazacolt @ Aug 6 2010, 08:22 PM)
Scout him for early gas, only sure fire way to counter without burning zealot or probes

If no or bad scouting then prepare to lose a couple of zealots and probes until you get stalkers
*
for my BO, i can always get my stalker out now before his 1st reaper reach my base unless he proxy...
i always make it a must for a fast stalker vs terran...
evofantasy
post Aug 6 2010, 10:14 PM

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QUOTE(Quazacolt @ Aug 6 2010, 09:59 PM)
depending on map, 11 rax + gas + depot combo can pump reapers out damn fast and can reach your base in no time. if he does proxy, habis. lol
*
well make ur stalkers faster then (save some chrono) =p
evofantasy
post Aug 6 2010, 10:49 PM

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QUOTE(incx @ Aug 6 2010, 10:27 PM)
I find it really frusfrating coz' most of the time I end up losing to zerg players. Gah. Is there any sign that could tell that a zerg player is going for mutas? Each time I prepare for a rush, no rush came and end up with mutas swarming in.

And I'm really scratching my head on how to counter combos of corruptors and broodlords. They're irritating like crap.
*
if u ask me, stop being defensive...
try going 2 gate against zerg?

if u are too passive against zerg, they'll overrun u and replenish before u...

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